This is a case study I wrote as a handout to accompany a presentation I gave about User Interface and Interaction Design. The presentation slides are at http://www.slideshare.net/suyuen/get-help-ui-and-interaction-design-presentation
Blog.bestlaptopbattery.co.uk-Which user interface do you prefer? Apple vs. Mi...battery-fast. com
Everyone has an opinion about user interfaces, but most people don’t have enough experience to back those opinions up. That phenomenon makes any Mac-versus-Windows debate confusing. But there’s a nearly perfect test case to compare Apple and Microsoft UI design philosophies: Windows Live Photo Gallery 2011 versus iPhoto ‘11. I dive in.
UX/UI design methodology using modeling artifacts of UseCase Diagrams for raw business logic transcription, UI Hierarchy Modules & Wireframes for UI navigation design, UI Visual Flats for site persona & online branding design. 2 sample projects included showcasing use of modeling methodology.
Rather humorous old presentation that JEff Eisen and I did about the desing of Notes 8.
I especially like the slides that say "Dev likes the designs but says "Are you crazy? We can't implement that!"
Basic Visual Design Principles and UI Design Best PracticesAvijit Chinara
On these slides I have explained visual design principles and UI design best practices. This will help you to improve your visualization and UI Designing skills.
Blog.bestlaptopbattery.co.uk-Which user interface do you prefer? Apple vs. Mi...battery-fast. com
Everyone has an opinion about user interfaces, but most people don’t have enough experience to back those opinions up. That phenomenon makes any Mac-versus-Windows debate confusing. But there’s a nearly perfect test case to compare Apple and Microsoft UI design philosophies: Windows Live Photo Gallery 2011 versus iPhoto ‘11. I dive in.
UX/UI design methodology using modeling artifacts of UseCase Diagrams for raw business logic transcription, UI Hierarchy Modules & Wireframes for UI navigation design, UI Visual Flats for site persona & online branding design. 2 sample projects included showcasing use of modeling methodology.
Rather humorous old presentation that JEff Eisen and I did about the desing of Notes 8.
I especially like the slides that say "Dev likes the designs but says "Are you crazy? We can't implement that!"
Basic Visual Design Principles and UI Design Best PracticesAvijit Chinara
On these slides I have explained visual design principles and UI design best practices. This will help you to improve your visualization and UI Designing skills.
Designing for Digital Magazines - Rob Boynes for Guardian MasterclassesRob Boynes
This talk discusses how the magazine and digital magazines in their current guise are preventing innovation. Less prescriptive, and more of a call to action, the lecture discusses the current models in digital magazine UX and asks what a digital magazine could be and where it needs to innovate to in a changing media landscape.
It also looks at the importance of user centric design, user testing and creating experiences outside of what we consider 'magazines' - and how working with our users (and readers) could produce something unique, innovative and valid as a business model.
***********
NB. Notes are on grey slides, White and yellow slides are from the original presentation.
This talk was developed and changed with feedback from an original talk I performed at UX CAMP BRIGHTON in 2013 called "Why the page is killing innovation in magazine UX".
UX & UI Design behind SDL’s Customer Experience CloudPhilipp Engel
This slide deck illustrates the journey SDL’s user experience design community went through over the course of the last few years. As part of that process, UX design thinking proved to be an invaluable transformational element and an innovational catalyst in transforming a set of disconnected and separate products into one consistent service offering, the SDL Customer Experience Cloud. More at http://www.sdl.com/cxc
At the start of this project we have been informed about our upcoming brief; which was to create a publication; could have been any sort of publication with any sort of media as long as it showed a publication, another thing we have been told we are in charge of what our publication is going to be about therefore we could have create any sort of article which we thought would be interesting.
Once the briefing was done, we got told to form a group no bigger than 4. I chose to work with Bank, Ryan and Saad as we all are good friends but also we have similar interest which I thought would come in handy.
Once we sorted our groups we have been told to research into design practice which interests us and we would like to work in.
IxD & UX Design - Personifying Digital InteractionsJayan Narayanan
Interaction design is one of the most challenging area in digital space. Especially when we understand the context of complex lifestyle we are living. It is my try to understand what is happening in the area of interaction design and how design principles & psychological approaches can help us on this area.
Originally this presentation created for present in person in front of a group of people hence you may find some gaps in continuity. I am in a process in fixing these gaps - meanwhile please let me know your views and opinion on the topic / presentation.
The story of building the new design philosophy in Microsoft that was broadly accepted and followed by other brands. The new approach focuses on content and minimalism
Our friends at UXPin are giving Awwwards users this fantastic e-book for free, explaining the 10 most successful web design techniques. Check out the analysis of 166 examples with tons of tips and resources!
This crash course is based on CareerFoundry's one-week course on UI Design. I've selected points I think may be useful for a beginner. Hope you find this series useful! Day 03 will be up soon.
Do you know your users? Are your users engaged in the development of their business application? Do they enjoy working with your application? Developing a complex information system is a challenge for any development team. System architects and developers often prefer to concentrate on technology, data model and business logic, in the process neglecting the user interface. They forget that user interface is the only part of your information system that users see, and often the most important metric of usability and quality. High-quality user interface is not just a matter ofengineering, but also of social skills and life and business experience of developers. Make your customers happy!
Designing for Digital Magazines - Rob Boynes for Guardian MasterclassesRob Boynes
This talk discusses how the magazine and digital magazines in their current guise are preventing innovation. Less prescriptive, and more of a call to action, the lecture discusses the current models in digital magazine UX and asks what a digital magazine could be and where it needs to innovate to in a changing media landscape.
It also looks at the importance of user centric design, user testing and creating experiences outside of what we consider 'magazines' - and how working with our users (and readers) could produce something unique, innovative and valid as a business model.
***********
NB. Notes are on grey slides, White and yellow slides are from the original presentation.
This talk was developed and changed with feedback from an original talk I performed at UX CAMP BRIGHTON in 2013 called "Why the page is killing innovation in magazine UX".
UX & UI Design behind SDL’s Customer Experience CloudPhilipp Engel
This slide deck illustrates the journey SDL’s user experience design community went through over the course of the last few years. As part of that process, UX design thinking proved to be an invaluable transformational element and an innovational catalyst in transforming a set of disconnected and separate products into one consistent service offering, the SDL Customer Experience Cloud. More at http://www.sdl.com/cxc
At the start of this project we have been informed about our upcoming brief; which was to create a publication; could have been any sort of publication with any sort of media as long as it showed a publication, another thing we have been told we are in charge of what our publication is going to be about therefore we could have create any sort of article which we thought would be interesting.
Once the briefing was done, we got told to form a group no bigger than 4. I chose to work with Bank, Ryan and Saad as we all are good friends but also we have similar interest which I thought would come in handy.
Once we sorted our groups we have been told to research into design practice which interests us and we would like to work in.
IxD & UX Design - Personifying Digital InteractionsJayan Narayanan
Interaction design is one of the most challenging area in digital space. Especially when we understand the context of complex lifestyle we are living. It is my try to understand what is happening in the area of interaction design and how design principles & psychological approaches can help us on this area.
Originally this presentation created for present in person in front of a group of people hence you may find some gaps in continuity. I am in a process in fixing these gaps - meanwhile please let me know your views and opinion on the topic / presentation.
The story of building the new design philosophy in Microsoft that was broadly accepted and followed by other brands. The new approach focuses on content and minimalism
Our friends at UXPin are giving Awwwards users this fantastic e-book for free, explaining the 10 most successful web design techniques. Check out the analysis of 166 examples with tons of tips and resources!
This crash course is based on CareerFoundry's one-week course on UI Design. I've selected points I think may be useful for a beginner. Hope you find this series useful! Day 03 will be up soon.
Do you know your users? Are your users engaged in the development of their business application? Do they enjoy working with your application? Developing a complex information system is a challenge for any development team. System architects and developers often prefer to concentrate on technology, data model and business logic, in the process neglecting the user interface. They forget that user interface is the only part of your information system that users see, and often the most important metric of usability and quality. High-quality user interface is not just a matter ofengineering, but also of social skills and life and business experience of developers. Make your customers happy!
Currently we are having a project of Human Computer Interaction (HCI) course in which we are developing a mobile app named "Announcer".
This is a project report of our "Announcer" mobile app.
Click on our blogspot here to know more:
yujinnohikari.blogspot.com
prototyping software credit to: justinmind.com
Setting up an enterprise wide User Experience function can be a challenge in any industry. Higher education presents its own challenges, particularly in light of recent digital disruption emerging in the industry.
This presentation looks at the disruption that can be expected, explains the importance of User Experience, provides examples of UX and suggestions for setting up centralised UX.
AN INTELLIGENT AND DATA-DRIVEN MOBILE VOLUNTEER EVENT MANAGEMENT PLATFORM USI...ijasa
In Lewis and Clark High School’s Key Club, meetings are always held in a crowded classroom. The
system of event sign-up is inefficient and hinders members from joining events. This has led to students
becoming discouraged from joining Key Club and often resulted in a lack of volunteers for important
events. The club needed a more efficient way of connecting volunteers with volunteering opportunities. To
solve this problem, we developed a VolunteerMatch Mobile application using Dart and Flutter framework
for Key Club to use. The next steps will be to add a volunteer event recommendation and matching feature,
utilizing the results from the research on machine learning models and algorithms in this paper.
Discussion postArchitectural Styles Please respond to the fo.docxmadlynplamondon
Discussion post
"Architectural Styles" Please respond to the following:
· Analyze two architectural styles of your choosing and, for each, give an example of a real-world application whose software design would benefit by incorporating your chosen style. Justify your response.
· Evaluate the driving factors or conditions that affect the selection of an architectural style for a given open-source software application. Provide two examples of these conditions and how they help determine an application’s architectural style.
JR’s post states the following:Top of Form
Data centric style- a data store will be in the center of the architecture and accessed by other components that update, add, delete or modify the data present within the store (2008). I think this type of design would work best with organizations like Walmart and Amazon. This style is flexible and promotes integrability.
Layered style- divided style is divided into various horizontal layers and each layer has some specific function. It’s a beneficial style because different individuals/teams can work on different layers that they’re knowledgeable about and most efficient. I think this style would best for bank applications.
I think the budget and the client/users would affect the selected style. Depending on what type of budget is in place affects where the money is allocated to therefore selecting the most cost-effective options. The user/client affects the style because developers would have to select an option that would be most effective for the client and the end goal.
Reference
https://www.cisco.com/c/en/us/td/docs/solutions/Enterprise/Data_Center/DC_Infra2_5/DCInfra_1.htm
NM’s post states the following:Top of Form
Architectural Styles" Please respond to the following:
Analyze two architectural styles of your choosing and, for each, give an example of a real-world application whose software design would benefit by incorporating your chosen style. Justify your response.
The architectural style is a particular pattern that focuses on the large-scale of a system. And it is about selecting, adapting, and integrating several architectural styles in ways that best produce the desired result (Pfleefer & Atlee, 2010).
Two architectural styles: Component-based and pipe-and-filter.
Component-base is a method of software development whereby systems are created by assembling preexisting components (Graca, 2017). Meaning it reduced design complexity in each part solves smaller problems. Component reuse—reuse algorithm and environment model in a web application. And unit testing—where it eliminates retesting for durable components and reduces the cost of verification. A web developer uses component-based to the created web application to be more composable and performant. And the server API is more application.
Pipe-and-filter—system functionality is achieved by passing input data through a sequence of data-transforming components called filters to produce output data (Graca, 201 ...
The travel and tourism industry continues to grow with many areas for future growth. With more and more travelers looking to choose a service provider focused on customer experience and security, building an app like Airbnb is certainly a worthwhile endeavor and something worth spending your time and resources on.
I. Intended audience A. American grandparentsB. Other Americ.docxwilcockiris
I. Intended audience
A. American grandparents
B. Other American Friends
C. Anyone who wants to communicate with me
II. Purpose of What’s App
A. Communicate internationally, especially with Saudi Arabia
III. Design of app
A. Access by icon on cellphone –green with white balloon and phone
B. Settings –bottom of screen
1. Status
2. Calls
3. Camera
4. Chats
5. Settings
C. contacts identified with visual and name
D. Selected setting identified at top of screen
IV. Technical writing attributes
A. Address specific audience –American contact
B. Facilitate ability to communicate internationally
C. Uses design and visuals to make it easy to use
D. Allows Americans to contact me easily
Assignment Sheet
Project 1: Usability
Project Description
Students will create a 2-3 page internal report detailing the usability of a website or mobile app. This
will include findings, usability research, and recommendations. This will be the only formal project
where using “I” will be acceptable.
Resources
Course Readings on Usability
Project 1 Canvas Resources
Class Lectures (Take Notes)
Office Hours
Due Dates
PEER REVIEW (complete draft required for credit): see schedule and Canvas
FINAL DOCUMENT: see schedule and Canvas
ABOUT THE PROJECT
To follow-up on our in-class discussions, we’ve learned that understanding audience is paramount to
quality technical writing. It is the technical writer’s job to construct an appropriate document based on
what the audience expects and needs. We’ve also covered the basics of what a “good” technical
document should do. We know that a technical document should:
Address a specific audience
Facilitate an audience’s ability to solve problems, gain new information, and to carry out work
Use genre, style, design, visuals, color, type, etc. to enhance readability, clarity, and usability
Allow the audience to gain information quickly and find information easily
Furthermore, technical documents are often the result of collaboration and usually represent an
organization’s or company’s goals, culture, and values (Markel, 2015, p. 7).
We also know that usability and user-based design is important in technical writing. In the broader
sense, usability often requires testing the effectiveness of a product, design, or building. Usability
engineers, for example, might spend time testing a design for a user’s ergonomic comfort. In terms of
technical writing, usability and usability testing refers to the readability and usefulness of the document.
To further our discussion on technical writing, audience, and usability, you are going to analyze how
effectively a website or a smartphone app has constructed its interface for its intended audience. In
(Project 1: Usability) 2
other words, your job will be to navigate a website or app of your choosing and analyze how the website
or app handles (or fails to handle) the needs of i.
This presentation is aimed at teams who either do not have the luxury of a designer on their team, or they have a designer that works in silo to their team. Small teams of developers, BAs and QAs will benefit from understanding the finer details of design.
Developers will gain empathy for design and a better understanding of how to display content. QAs will leave knowing how to quickly notice problems with a design before release.
You will also learn how to ensure the product you are building is ‘on brand’ and ‘user-centric’, and why this is important to ensure the success of your product. Some people have the misconception that design is just creating ‘pretty pictures’. This is not the case; there is a science to creating the right ‘pretty picture’.
Some people have the misconception that design is just creating ‘pretty pictures’. This is not the case; there is a science to creating the right ‘pretty picture’.
This presentation is aimed at teams who either do not have the luxury of a designer on their team, or they have a designer that works in silo to their team. Small teams of developers, Business Analysts and Quality Analysts will benefit from understanding the finer details of design. Developers will gain empathy for design and a better understanding of how to display content. Quality Analysts will learn how to quickly notice problems with a design before release.
It also demonstrates how to ensure the product you are building is ‘on brand’ and ‘user-centric’, and why this is important to ensure the success of your product.
Case Study - Design an Art History App for an Art Gallery.pptxChan Jia Jun
To showcase the art history app design, I created a comprehensive case study that includes all design process stages from user persona to high-fidelity prototypes using Figma. I also added brief descriptions of each step along with visuals to make it easy to follow.
The case study will be available on my personal website and social media accounts, where I share my design projects and experiences.
Summary : Analysing Digital Banking Reviews Using Text Mining IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining 2020 Li Chen Cheng.
+ Paper implimentation code
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In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
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GetHelp UI Interface and Interaction Design Case Study
1. CS3216, AY2008/2009, Semester 2—GetHelp! 1
National University of Singapore
School of Computing
CS3216: Software Development on Evolving Platforms
AY2008/2009, Semester 2
GetHelp!: The Inside Story
Date issued: 2 March 2009
Interaction design is the art of ”defining the behaviour of products and systems that a user can interact
with”. It is the process of simplifying and making the learning curve of a system as flat and intuitive
as possible with a higher focus on usability and less on aesthetics. The term was first proposed by
Bill Moggridge and Bill Verplank to introduce the concepts of industrial design into software interfaces
as well. Today this concept is being practiced not only among systems and softwares but also the
growing space of web applications.
You were asked to evaluate the initial design of GetHelp! as a case study. This document is an
excerpt from the CS3216 Final Project report for the GetHelp! team.
The major problems we faced:
When the application was launched, we faced a few major problems which were mainly from 2 areas:
user interface(UI) and interaction design. This report is a record and account of each of the problems
faced along with our solutions (aka lessons learnt) for them (Note that these solutions may not be the
best solutions but rather one of many possible ones).
Lesson 1: Too many choices and aesthetics cause confusion.
Figure 1: Home Page Figure 2: Overview Page
The above pictures show only 4 out of 20 over pages that we had in the initial UI. As you can see, we
had lots of graphics to represent various elements and also numerous functions. For example, our
2. CS3216, AY2008/2009, Semester 2—GetHelp! 2
Figure 3: Project Page Figure 4: Statistics Page
Statistics page itself had 5 different sections with 5 different functions which the user could explore
and utilize. We thought that the graphics would make the page aesthetically attractive for the user
while the functions would provide choices and flexibility.
When we came to user testing however, everything failed. One question from our testers was “What
is this? What am I supposed to do?”. Yes, the UI was very attractive. People were attracted to find
out more from the combination of graphics and colours. However, there were too many points of
attraction which left the user confused about which part of the page to focus on. Every page had links
leading to 5 new pages and functions which turned out to be an ”information overload” for the user.
They had too many things to digest and were left clueless and confused.
Taking in from the feedback collected, we went back to the drawing board and redid the entire ap-
plication design and ended up with a brand new app that contained only 4 tabs at the top, 3 basic
functions and 5 pages in total (including the invite page). With the new UI, users could immediately
identify what the application was about and how to use it as their attention was focused on the yellow
box at the upper part of the page.
3. CS3216, AY2008/2009, Semester 2—GetHelp! 3
Figure 5: The new, cleaner and waay less congested UI.
Lesson 2: Users need guidance
In the words of Professor Andreas Weigend, users are silly. They do not know what they want and
you need to tell them what to do. An example he gave during a talk was that instead of asking users
to invite their friends, why not give them a number? Like 20. That way they know what to do and will
not spend too much time pondering how many people to invite.
We made this “rule” a major element of our revised user interface with a focus on guiding the user
with every step. For example, when the user first visits the homepage, only one part of the ”new
project” box is presented to him as shown below.
The “Reward your friends for helping you!” is displayed on the top to give users an idea of what the
app is used for. The “I need” words followed by the textbox is used as a guide to show users what
kind of content should be entered into the textbox, i.e. something pertaining to a need they have.
After filling in the textbox, another section of the box appears to guide the users on what they should
do next. In this case, it is picking an emoticon.
4. CS3216, AY2008/2009, Semester 2—GetHelp! 4
The final section then appears where users will pick a reward for their helpers!
The above sequence of diagrams is just one example of how we guide users and provide suggestions
to the next course of action while educating users, in a very subtle way, about the features of the app.
We see every user interaction as an opportunity to get the user to perform another interaction.
Lesson 3: Creating context from user interactions
As mentioned in lesson 2, “we see every user interaction as an opportunity to get the user to perform
another interaction.” Why do we place so much importance in this? We built the application in such a
way that every action a user performs creates context for another user to interact with our system.
For example, after a user posts a project we encourage the user to poke around and check out the
projects initiated by others. If the user offers help, writes on the comment wall or wishes someone
luck, an e-mail notification is sent out to the project initiator and a feed is sent to all the user’s friends.
The e-mail notification creates an opportunity to get the project initiator to ”come back” while the feeds
create one to spread news to both existing and potential users.
The example demonstrated how we are creating value out of a user’s interaction with the system for
others. To us this is a very important element to take into account when developing an application
to maintain the user engagement loop while also allowing users to create value for your app (which
honestly reduces quite a bit of value-creation work on the developer’s side).
Lesson 4: Focus a user’s attention at key areas
One of the most important element of our app besides being able to post a need is having users
respond to the needs of others. Without this interaction our app is pretty much useless because
initiators will be gaining nothing in return.
Below are 2 screenshots, both showing the project feeds of other users from both the old and new
UI.
5. CS3216, AY2008/2009, Semester 2—GetHelp! 5
Figure 6: Feed from old UI Figure 7: Feed from new UI
In the old UI, users did not even realize that the feed on the left was projects posted by others. All
they did was scheme through the bunch of text and moved to another page. Some of them had to
view the page 3 times before noticing some interesting posts. There was nothing in the old UI’s feed
that caught their attention.
In the new UI, we asked project initiators to select an emoticon to represent how they are feeling
about the need they are posting. This was then put onto the feed to attract the attention of others
who are viewing the feed to stop, read what the emoticon is saying and focus their attention to the
left part which displays the user’s needs. Is there any other reason why we used emoticons? Yes, it
is because emoticons are something that users can relate to easily. It has been used widely in the
internet chat world for users to express themselves making them easily identifiable and understood.
We learnt that placing something that has this impact was extremely effective in focusing a user’s
attention at key areas of a page.
Lesson 5: Meaningful incentives
A hard lesson we learnt was that awarding users with flashy, cool, stylish-looking incentives do not
necessarily work all the time. Why is this so? Lets look at examples from both the old and new
incentives.
Figure 8: Old incentives Figure 9: New incentives
We have on the left a badge that is awarded to users when they receive 10 “cheerful” compliments
from their friends while on the right, we have virtual “items” which project initiators give to users who
help them out. From a developer’s point of view it seemed that the old incentive would be more
valuable as it was more “rare”. However, users felt that getting a reward from the system wasn’t that
great a value. They were more thrilled when they received rewards from their friends especially when
it is “kisses from a certain girl” friend of theirs. Users saw more meaning and value in personalized
6. CS3216, AY2008/2009, Semester 2—GetHelp! 6
rewards from people than the system. Also, the old incentive was a promise of something a user
“might” potentially get in the future if he actively helps others but the new incentive was more of
something they’d be able to get in a much shorter time frame for much less effort. This is also the
very reason why we displayed the incentives right below the project statement. When users can see
what reward they’ll be getting, they are more ”impulsed” to contribute to the project.
Lesson 6: The Cold-Start Problem
As mentioned earlier, most users posted frivolous needs when they first started using the app. We
conducted some research into this by directly contacting some of these users. The reason for it was
that when they added the app, they wanted to test it out but did not have an actual need. Hence they
posted something random related to what they were thinking/feeling at that time. Another reason
we identified (thanks to the advice of Professor Ben Leong) was the needs being shown to users at
the time of adding the app. We, the developers, were ourselves posting frivolous needs that were
guiding the users in the wrong way. After replacing our needs with more serious ones, things started
to improve.
The next problem we faced was people not offering any sufficient help. Many users thought that
offering help meant physical help when it could come in any shape and form. We applied the ”Show
by example” method here again but this time we did not do it alone. As the scope of knowledge of our
team was quite limited, we engaged a group of resourceful people from varying backgrounds (politics,
design, technology) to become ”active helpers” in the community. They demonstrated that help could
be given in a verbal form (e.g. comments, sending messages), sharing the project with others and
referrals. This proved to be quite fruitful as we started seeing more users following the footsteps of
these “active helpers”.
Summary of lessons learnt:
To summarize the lessons we learnt from working on this application, below is a diagram containing
the 4 main principles which explains how we designed Get Help. Do note again that the solutions
proposed may not be the best solutions and may be only one of many possible solutions. However,
we do hope that this case study has highlighted the importance and some key points of user interface
and interaction design in keeping things engaging, intuitive and simple for the user.